砂ゲー
/**
* Copyright kuma360 ( http://wonderfl.net/user/kuma360 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/2rWu
*/
package
{
import com.bit101.components.*;
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.net.navigateToURL;
import flash.net.URLRequest;
import flash.net.URLVariables;
[SWF ( width = 465, height = 465, frameRate = 60 )];
public class Main extends Sprite
{
private final COLOR1:uint = 0x000000;
private final COLOR2:uint = 0x836034;
private final COLOR3:uint = 0xF7E779;
private final COLOR4:uint = 0x80A2F0;
//画面全体を覆うキャンバスを作っておく
private var _CANVAS:BitmapData = new BitmapData ( stage.stageWidth , stage.stageHeight , false , 0 ) ;
//宣伝用//////////////////////
private var _S0:PushButton ;
/////////////////////////////
//画面上部にならんでるボタン
private var _B0:PushButton ;
private var _B1:PushButton ;
private var _B2:PushButton ;
private var _B3:PushButton ;
//クリック判定用
private var _CLICK:Boolean = false ;
//現在の描画色
private var _COLOR:uint = COLOR2;
private var _BX:int = 0 ;
private var _BY:int = 0 ;
public function Main():void {
addChild ( new Bitmap ( _CANVAS ) ) ;
//宣伝用////////////////////////////////////////////////////
_S0 = new PushButton ( this, 465-100 , 0, "Ad:kuma-flashgame" ) ;
_S0.addEventListener ( MouseEvent.CLICK , function ():void { var url:URLRequest = new URLRequest ( "http://kuma-flashgame.blogspot.com/" ) ; navigateToURL( url ); } ) ;
//////////////////////////////////////////////////////////
{//画面上部にならんでるボタン
_B0 = new PushButton ( this, 10 , 25, "ERASE" ) ;
_B1 = new PushButton ( this, 120 , 25, "WALL" ) ;
_B2 = new PushButton ( this, 230 , 25, "SAND" ) ;
_B3 = new PushButton ( this, 340 , 25, "WATER" ) ;
_B1.enabled = false ;
_B0.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = COLOR1 ; _B0.enabled = false ; _B1.enabled = true ; _B2.enabled = true ; _B3.enabled = true ; } ) ;
_B1.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = COLOR2 ; _B0.enabled = true ; _B1.enabled = false ; _B2.enabled = true ; _B3.enabled = true ; } ) ;
_B2.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = COLOR3 ; _B0.enabled = true ; _B1.enabled = true ; _B2.enabled = false ; _B3.enabled = true ; } ) ;
_B3.addEventListener ( MouseEvent.CLICK , function ():void { _COLOR = COLOR4 ; _B0.enabled = true ; _B1.enabled = true ; _B2.enabled = true ; _B3.enabled = false ; } ) ;
}
//マウスをクリックしたときの動作 座標はmouseX,mouseYの変数からとれるので、クリック判定だけ
stage.addEventListener ( MouseEvent.MOUSE_DOWN , function ():void { _CLICK = true ; } ) ;
stage.addEventListener ( MouseEvent.MOUSE_UP , function ():void { _CLICK = false; } ) ;
//メインループを開始
addEventListener ( Event.ENTER_FRAME , RUN ) ;
}
public function RUN ( e:Event ):void {
_CANVAS.lock() ;
//上から降ってくる砂
for ( var I:int = 200 ; I < 250 ; ++ I ) {
if ( Math.random() < .1 ) {
_CANVAS.setPixel ( I , 60 , COLOR3 ) ;
}
}
//クリックしたところに出てくる物
if ( _CLICK && 60 < mouseY && 60 < _BY ) {
for ( var J:int = 0 ; J < 20 ; ++ J ) {
var R:Number = J / 20 ;
_CANVAS.fillRect ( new Rectangle ( _BX * R + mouseX * ( 1 - R ) , _BY * R + mouseY * ( 1 - R ) , 5 , 5 ) , _COLOR ) ;
}
}
_BX = mouseX ;
_BY = mouseY ;
//画面全体の砂の動きを処理
for ( var X:int = 0 ; X < _CANVAS.width ; ++ X ) {
for ( var Y:int = _CANVAS.height - 1 ; Y >= 0 ; -- Y ) {
process_core(X,Y);
}
}
_CANVAS.unlock() ;
}
}
private function process_core(var X:int , var Y:int):void {
var C:uint = _CANVAS.getPixel ( X , Y ) ;
if ( C == 0 ) {
return ;
}
process3(C,X,Y);
process4(C,X,Y);
}
//砂の処理
private function process3(var C:uint, var X:int , var Y:int):void {
if ( C != COLOR3 ) {
return;
}
var T:uint ;
var TX:int ;
{//落下
T = _CANVAS.getPixel ( X , Y + 1 ) ;
if ( T == 0 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( X , Y + 1 , C ) ;
return ;
}
//水より砂の方が重い,適当な確率で場所の置換を許す。
if ( T == COLOR4 && Math.random() < .5 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( X , Y + 1 , C ) ;
return ;
}
}
{//左右移動
TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
T = _CANVAS.getPixel ( TX , Y ) ;
if ( T == 0 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( TX , Y , C ) ;
return ;
}
//水より砂の方が重い,適当な確率で場所の置換を許す。
if ( T == COLOR4 && Math.random() < .8 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( TX , Y , C ) ;
return ;
}
}
}
//水の処理
private function process4(var C:uint, var X:int , var Y:int):void {
if ( C != COLOR4 ) {
return;
}
var T:uint ;
var TX:int ;
{//落下
T = _CANVAS.getPixel ( X , Y + 1 ) ;
if ( T == 0 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( X , Y + 1 , C ) ;
return ;
}
}
{//左右移動
TX = X + Math.floor ( Math.random() * 7 ) - 3 ;
T = _CANVAS.getPixel ( TX , Y ) ;
if ( T == 0 ) {
_CANVAS.setPixel ( X , Y , T ) ;
_CANVAS.setPixel ( TX , Y , C ) ;
return ;
}
}
}
}